Random Maps
Published on 12-30-2016; updated on 12-30-2016
Tags: General Info, Random Maps
Here you can find detailed information on most of the random
map battlefields you will find yourself fighting for in Age of Empires II and The
Conquerors Expansion. Special thanks to the
_NeT_AnGeLs_ Clan
and _NeT_WalBanger for the multiplayer strategy information!
Random Options
Full Random – Arabia, Archipelago, Baltic, Coastal,
Continental, Ghost Lake, Highland, Islands, Mediterranian, Migration,
Mongolia, Oasis, Rivers, Scandinavia, Team Islands, Yucatan
Random Land – Arabia, Ghost Lake, Highland, Mongolia,
Oasis, Yucatan
- Arabia
- Archipelago
- Arena
- Baltic
- Black Forest
- Coastal
- Continental
- Fortress
- Ghost Lake
- Gold Rush
- Highland
- Islands
- Mediterranian
- Migration
- Mongolia
- Nomad
- Oasis
- Rivers
- Salt Marsh
- Scandinavia
- Team Islands
- Yucatan
Random Maps

Arabia
Arid desert with strategic elevations and cliffs, but sparse
vegetation and water.
Arabia is one of the most difficult maps to play. It’s wide-open,
difficult to wall, and the fighting begins very early. If you aren’t
ready for it, the game will be over very quickly.
Tips
Choke-Point Walling: Arabia is very difficult to wall completely,
but walling choke-points (i.e., small openings between forests, cliffs, and the
edge of the map) can be very beneficial. By walling choke-points, you can
control where your opponent can go, eliminate raids, and fight only
where and when you want to fight.
Strategies
Flush: We normally consider any type of Feudal fighting a “flush”. Typical
flushes include units like skirmishers, spearmen, scouts, men-at-arms, and
towers. Remember that elevation, the attack bonuses units recieve
from being at a higher elevation than their opponent, is one of the most
important things to remember when fighting in the Feudal Age. See the
University’s article on
Flushing.
Drush: “Dark Age Rush”; this rush starts off with militia
attacking before you hit Feudal Age. The idea is to make you
relocate your wood. When your opponent Feudals, they’ll upgrade
to men-at-arms, and this is usually followed by a fast Castle.
See the University’s article on
Drushing.
Fast Castle: This is a risky strategy on this map, and should be
avoided for the most part. When Fast Castling, the goal is to hit Castle
and produce knights before your enemy can make substantial damage your
economy. An FC economy is typically weak, because of all the age upgrade times.
The best way to control a Fast Castle is to get your opponent’s gold. Without
gold, they can only make four or five knights; because of this, they will not
have any defense.

Archipelago
A group of large islands. You might not be the only inhabitant
on yours.
In multiplayer, Archipelago is not a very popular map. It’s different
in almost every variation, being either Islands, Coastal-style, or a
combination of the maps. The fishing is usually very good, and
scouting is extremely important so you can determine just what style of map
it is.
Tips
Walling: Wall whenever possible. If you are grushing, you must
wall. Even consider walling when flushing. It prevents counterattacks
and raids against you.
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Patrol Trick: This is a must on water. You need to keep your boats on
Patrol. They attack sooner once seeing an enemy and groups of boats attack.
Strategies
Grush: This is probably the most effective and widely-used
strategy on Archipelago. If you aren’t connected, simply play as if
the map is Islands. If you are connected, walling should be easy, but
remember to back your palisides up with stone walls. Grushing
even if connected is also useful, as it will give you control of the water and
will provide you with a more powerful economy (using fishing boats).
Tranny: This strategy uses the element of surpise. When using it,
you assume that your opponent is grushing. Your goal is a suprise attack, and
to hurt their economy before they can fight back on land. You must take great care
when trannying. You must stay away from his boats, and build your buildings
without being detected. If you are discovered too soon, your villagers and
buildings could be destroyed before you even inflict any damage. If the landing
is unsuccessful, you will have a difficult time winning the game.
Flush/Fast Castle on Land: This can only be done if you are
connected. You will need to watch out for walls.

Arena
The walls around your clearing are your only protection from the
carnage in the middle.
In multiplayer, this map isn’t played all too often. Your base is surrounded
by stone walls and a forest, giving you protection against early enemy raids.
Strategies
Boom: This is the technique of not making any military units at all, and instead focusing on your economy and defenses. Most of the time it involves turtling (creating walls around your base) to protect yourself from any attacks and raids; you need to be experienced in walling yourself in to do this, but if you’re successful, you will reach the Imperial Age with a very strong economy.
A Castle Age attack also works.

Baltic
An ocean with peninsulas and sheltered bays.
This is a hard-core grush map, because walling is simple and there are
so many fish available.
Tips
Walling: Walling is a must on Baltic. The openings are narrow,
so this can be done very easily.
Dock Placement: Baltic has many small bays of water, which have very
little fish. It is important not to build your dock in one of these bays.
If you do, it will seriously hinder your advancement times, and you will
always be trapped on water. On Baltic, be careful and always be sure to scout
a potential dock location before you place it.
Extra Sheep: There are usually extra sheep on Baltic. To find
these sheep, it’s a good idea to scout the corners of the map and scout
around the edges of your town.
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Patrol Trick: This is a must on water. You need to keep your boats on
Patrol. They attack sooner once seeing an enemy and groups of boats attack.
Strategies
Grush: Grushing is the best strategy on this map. Losing the water
on this map almost always means defeat. They who control the water controls all
of the free food (fish) and controls the coastlines, forcing enemy to stay
within a smaller piece of territory. Walling is very easy, and should always be
done.
Tranny: This is pretty risky on Baltic. It is easy to scout the
coastline, making it difficult to land undetected.

Black Forest
Islands of grass in a sea of trees. Follow the paths through
the forest to find your allies and enemies.
Tips
Usually there is only one way through to your enemy
(one passage for each member on your team); there is also a lot of free food,
and sometimes groups of 3-6 boars.
Strategies
You could wall up and boom, but most tactics work on this map.

Coastal
Where the land meets the ocean, with plenty of water and a large
landmass for battles by land or sea.
Coastal is difficult to play, and can be unfair to one player.
This map is an in-between map; there is a lot of land, but water can
make or break the game. In some games, one player will be stuck with a small
lake (small amount of water, and little fish), and the other player
will have a big open ocean, abundant with fish. Scouting is extremely
important on this map; you will need to decide quickly if you are
going to fight on land or water.
Tips
Walling: Walling can be difficult on Coastal. Even if you have a
wide-open land, it is still a good idea to wall choke-points and use
buildings to narrow the large gaps.
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Patrol Trick: This is a must on water. You need to keep your boats on
Patrol. They attack sooner once seeing an enemy and groups of boats attack.
Strategies
Grush: Grushing is possible, but walling can be difficult due to the
large amount of land you’ll have to wall. If you have the good part of the water,
grushing is definitely worthwhile; but if you have poor water, grushing
is not as important.
Flush/Fast Castle: Fighting on land initially is a strong
strategy on Coastal, especially if you have the weak water. You will need to
make a strong impact, because you will have a weaker economy. If the
surrounding land is unwallable, you will want to Flush or Fast Castle,
powered by a dock and some Fishing Boats.

Continental
A large body of land surrounded by the sea; rivers may
seperate players or teams.
Continental was never played much until the Microsoft tourney.
This map can be unpredictable at times, but it’s generally easy to wall off;
however, you are still vulnerable to landing.
Tips
Walling: Walling the main entrance to your town is very simple.
First, wall with Palisades, then add Stone walls later.
Extra Walling: The idea behind these walls is to limit the land
your opponent has to land on. If he lands on the outside of your walls,
he has to break through them first, giving you notice that he is coming.
These walls are merely warning, and radar housing should still be used
outside them.
Funny Map: Sometimes the map is not normal. In this case,
flushing is a much more viable option, because walling is harder.
Sometimes with a normal map, the outsides are connected, forming a
giant circle with a land mass in the middle. It is critical to wall
the ends, then.
Docking: The outside edge of water is usually scarce fishing, so
it’s a good idea to try to dock in the corners. There is generally more
water in the corners of the map, and more fish. When grushing, you will want
to build additional docks on the inside water.
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Patrol Trick: This is a must on water. You need to keep your boats on
Patrol. They attack sooner once seeing an enemy and groups of boats attack.
Strategies
Grush: It is nearly impossible to ignore the water and still win
on this map. Water surrounds you on every side, and the land
is small enough where you can be severly cramped for room. Grushing
is a great strategy, so long as you carefully watch for
landings using your Scout, radar housing, and walls.
Tranny: This is a very successful strategy on Continental. It is
very difficult to completely house the coast quickly, making landing
easier. There is also a lot of land to use for building Archery Ranges
and Stables.

Fortress
A walled city with gates and all the buildings you need to
build up your forces quickly.
In multiplayer, this map isn’t played all too often. Your base, like
Arena, is completely surrounded by stone walls, giving you protection against early enemy
raids; you are also given a bunch of buildings: 5 Farms, 4 Watch Towers
(spread along parts of your wall), 4 Houses, and 1 Barracks. The
towers are almost always placed the same way for all players, which means
your enemy might have towers protecting his front walls, while you might be stuck
with towers protecting nothing but the edge of the map.
Strategies
Boom: This is the technique of not making any military units at all, and instead focusing on your economy and defenses. Most of the time it involves turtling (creating walls around your base) to protect yourself from any attacks and raids; you need to be experienced in walling yourself in to do this, but if you’re successful, you will reach the Imperial Age with a very strong economy.
Like Arena, a Castle Age attack also works.

Ghost Lake
The central lake is frozen over, creating a no-man’s land.
Ghost Lake is very similar to Arabia; it’s difficult to wall off
completely, and Flushing rules the early game. The only major
difference is that forward building is fairly difficult due to the ice.
Tips
Choke-Point Walling: Arabia is very difficult to wall completely,
but walling choke-points (i.e., small openings between forests, cliffs, and the
edge of the map) can be very beneficial. By walling choke-points, you can
control where your opponent can go, eliminate raids, and fight only
where and when you want to fight.
Scouting: This is another place where Ghost Lake differs from
Arabia. Once you have found my first four sheep and maybe a boar, try
zig-zagging the ice, looking for the extra sheep. If you cannot not find
any extra sheep, simply scout around your base more, then check the ice again.
Scouting the ice quickly lets you get the extra sheep before your enemy.
Strategies
Flush: We normally consider any type of Feudal fighting a “flush”. Typical
flushes include units like skirmishers, spearmen, scouts, men-at-arms, and
towers. Remember that elevation, the attack bonuses units recieve
from being at a higher elevation than their opponent, is one of the most
important things to remember when fighting in the Feudal Age. See the
University’s article on
Flushing.
Drush: “Dark Age Rush”; this rush starts off with militia
attacking before you hit Feudal Age. The idea is to make you
relocate your wood. When your opponent Feudals, they’ll upgrade
to men-at-arms, and this is usually followed by a fast Castle.
See the University’s article on
Drushing.
Fast Castle: This is a risky strategy on this map, and should be
avoided for the most part. When Fast Castling, the goal is to hit Castle
and produce knights before your enemy can make substantial damage your
economy. An FC economy is typically weak, because of all the age upgrade times.
The best way to control a Fast Castle is to get your opponent’s gold. Without
gold, they can only make four or five knights; because of this, they will not
have any defense.

Gold Rush
A whole heap of gold and a few wolves in the middle of a
desert.
Almost all of the gold on the map is at the very center.
Strategies
Flush: We normally consider any type of Feudal fighting a “flush”. Typical
flushes include units like skirmishers, spearmen, scouts, men-at-arms, and
towers. Remember that elevation, the attack bonuses units recieve
from being at a higher elevation than their opponent, is one of the most
important things to remember when fighting in the Feudal Age. See the
University’s article on
Flushing.

Highland
Far from the ocean and heavily forested but with plenty of
rivers and open space for maneuvers.
Highland is a giant land mass, except for a river running through
the middle with one to two crossings (per player on team).
Tips
Walling: Wall the crossings; it’s a must.
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Strategies
Grush: Play this map just like it’s Islands; grush, go heavy on
boats, and control the water. With your boats, you can keep enemy off the
water, and keep him from landing near you.
Tranny: This will work just as well on Highland, because there is a
large amount of coastline.

Islands
Each player starts alone on an island; uninhabited islands may
be rich with resources so be prepared to rule the sea.
The Islands map starts out with two main islands; one for each player.
In addition to those two, there is one more, usually with a gold pile or
two. It is impossible to win this game without fighting on water at least
somewhat.
Tips
Dock Placement: This is a bad place to dock for fishing. There are
very little fish, so try to avoid the narrow waterways between islands.
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Patrol Trick: This is a must on water. You need to keep your boats on
Patrol. They attack sooner once seeing an enemy and groups of boats attack.
Strategies
Grush: This is definitely the way to play Islands. Winning the
water is crucial because the Islands are so small. Losing the water can
result in defeat.
Tranny: This is very risky on Islands. The Islands are so
small that it’s nearly impossible to land unnoticed. It often works best
when used with a tower push.

Mediterranean
An inland sea surrounded by land; sounds deceptively
peaceful.
Mediterranean is nearly identical to Baltic, except it does not
have the poor fishing spots, and the land is a little bigger.
Tips
Walling: Walling is a must on Mediterranean. The openings are a
little bigger than Baltic, but the extra effort needed to wall is well
worth it.
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Patrol Trick: This is a must on water. You need to keep your boats on
Patrol. They attack sooner once seeing an enemy and groups of boats attack.
Strategies
Grush: Grushing is the best strategy on this map. Losing the water
on this map almost always means defeat. They who control the water controls all
of the free food (fish) and controls the coastlines, forcing enemy to stay
within a smaller piece of territory. Walling is very easy, and should always be
done.
Tranny: This is pretty risky on Mediterranean. It is easy to
scout the coastline, making it difficult to land undetected.
Migration
Multiplayer online map only; there are no boars on this map, and
sheep are far away from TC. It might be worth using a villager to help
scout for the sheep.
Tips
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Patrol Trick: This is a must on water. You need to keep your boats on
Patrol. They attack sooner once seeing an enemy and groups of boats attack.
Strategies
Grush: Strategy on this map is limited, and Grushing is your best.
Winning the water is crucial because the islands are so small. Losing the
water can result in defeat.

Mongolia
Cliffs abound on these parched and endless steppes.
Mongolia is a very tough map to both play and scout.
The forests and cliffs form strange and unusual patterns and
scouting efficiently becomes very difficult.
Tips
Choke-Point Walling: Arabia is very difficult to wall completely,
but walling choke-points (i.e., small openings between forests, cliffs, and the
edge of the map) can be very beneficial. By walling choke-points, you can
control where your opponent can go, eliminate raids, and fight only
where and when you want to fight.
Strategies
Flush: We normally consider any type of Feudal fighting a “flush”. Typical
flushes include units like skirmishers, spearmen, scouts, men-at-arms, and
towers. Remember that elevation, the attack bonuses units recieve
from being at a higher elevation than their opponent, is one of the most
important things to remember when fighting in the Feudal Age. See the
University’s article on
Flushing.
Fast Castle: This can be very successful on Mongolia. Key points
can be walled easily, making access to your town a long ways away, or
non-existant.

Nomad
Your villagers begin scattered without a Town Center or Scout
Cavalry. Will you build a town immediately or struggle to find the perfect
location to settle?
This map is different ever time you play it, as you never start
same place and the resources are in different places, *always*!
Tips
You start with no buildings, but regular resources in addition to the ability
to build a Town Center.
Strategies
Grush: You got to be careful doing this; if you go all out
trying to make this strat work, they could be taking land and
cripple you bad in the process.
Flush: We normally consider any type of Feudal fighting a “flush”. Typical
flushes include units like skirmishers, spearmen, scouts, men-at-arms, and
towers. Remember that elevation, the attack bonuses units recieve
from being at a higher elevation than their opponent, is one of the most
important things to remember when fighting in the Feudal Age. See the
University’s article on
Flushing.
Fast Castle: This can be done pretty easily because walling
can be simple. With both a Flush and a Fast Castle, you need to be
careful to watch both sides of the map, because an attack can come
from either direction.
Boom: This is the technique of not making any military units at all, and instead focusing on your economy and defenses. Most of the time it involves turtling (creating walls around your base) to protect yourself from any attacks and raids; you need to be experienced in walling yourself in to do this, but if you’re successful, you will reach the Imperial Age with a very strong economy.

Oasis
Nearly all of the wood is in the center of the map, so be prepared
to be chased around and around.
Tips
Walling: Walling should be done on at lease one side.
Extra Sheep: There are extra sheep on Oasis. Be sure to scout the
corners to find these.
Strategies
Flush: This can be done on Oasis, but walling can be simple, making
Flushing risky. Its a good idea to wall the back side of your town and then
fight the other way.
Fast Castle: This can be done pretty easily because walling
can be simple. With both a flush and a fast castle, you need to be careful
to watch both sides of the map, because an attack can come from either
direction.
Boom: This is the technique of not making any military units at all, and instead focusing on your economy and defenses. Most of the time it involves turtling (creating walls around your base) to protect yourself from any attacks and raids; you need to be experienced in walling yourself in to do this, but if you’re successful, you will reach the Imperial Age with a very strong economy.

Rivers
Players are isolated by narrow rivers; numerous shallows must
be guarded at all cost.
Rivers is another semi-water map that you should play like full water.
It’s very important to control the water; the land is typically
surrounded on three sides, and its very easy to get trapped.
Tips
Walling: Walling is a necessity. It’s only one crossing, so it’s
very simple to do.
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Strategies
Grush: This is the best way to play Rivers. You need to gain
control of the water early to prevent landings and to keep from being
trapped on your own land.
Tranny: In 1v1, this can be fairly successful.
In team games, the land gets smaller, which makes detection easier.

Salt Marsh
Swampy lowlands full of shallows and rivers that can
prohibit expansionistic building.
This is one of the most unpredictable and hardest maps to play. There is
not any good way to play this map. There is a considerable
amount of water, but most of it is covered with crossings. The crossings
create havok with walling, so you really need to be on your toes with
Salt Marsh.
Tips
Walling: Walling on this map can be very tricky.
You might have to do walling a little differently than normal, such as using forest
as walling in addition to stone walls. Whatever it takes to get walled in, get it
done!
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Strategies
Grush: This can be effective if you are able to wall yourself in.
You can limit your enemy’s territory with your galleys, and take any
fish there might be.
Tranny: This strategy too could be very
successful. Be careful where you land because the map is so odd you might
land where you cannot inflict any damage.
Flush: This could be the best strategy to use if you cannot
wall. If you are attacked on land, your economy is geared towards that
type of fighting. Beware of galleys guarding crossings.
Fast Castle on Land: This also could work if you cannot wall.
You will need to watch out for a possible Flush.

Scandinavia
In the northern wilderness the berry bushes have all frozen,
but there are hungry animals to be hunted and plenty of gold to be found.
There are three boars, extra deer, and free fish. There is a band on
water on opposite sides, and there aren’t many forage bushes.
Tips
Choke-Point Walling: Arabia is very difficult to wall completely,
but walling choke-points (i.e., small openings between forests, cliffs, and the
edge of the map) can be very beneficial. By walling choke-points, you can
control where your opponent can go, eliminate raids, and fight only
where and when you want to fight.
Lure Boars Early: You get three boars! Take advantage of it, and eat
them all!
Strategies
Flush: This, like on any other land map, is a given. The benefits
to it on this map is the free fishing. Your band of water is very far
away from the enemy, making it nearly impossible for him to kill your
fishing boats. The extra boar and deer can lead to some very powerful
Feudal Age advancements.
Drush: Scandinavia might be the best map to drush on, because you
can boat boom like mad; the extra food from boars and deer is very
helpful.
Fast Castle on Land: This can also work, just make sure to wall.

Team Islands
One island shared by you and your allies, and another
island inhabited by your enemies. The islands are not connected by shallows,
so beware of enemy Transport Ships.
Same as Islands, except every member of your team is on the same island.
Tips
Housing Coastlines: This is using your dock builders to
build houses all the way down the coastline. Not only does this
satisfy population needs, but it also serves as great radar for
landings. This should be done on every water map, and even on land too.
Patrol Trick: This is a must on water. You need to keep your boats on
Patrol. They attack sooner once seeing an enemy and groups of boats attack.
Strategies
Grush: This is definitely the way to play
Team Islands. Winning the water is crucial because the
islands are so small. Losing the water can result in defeat.
Tranny: This is very risky on Team Islands. The islands are so
crowded that its nearly impossible to land unnoticed. It often works best
when used with a tower push.

Yucatan
In the tropical forest food is abundant, but jaguars stalk
beneath the canopy.
Yucatan, often referred to as “Rookatan”, has an
incredible amount of natural food. There are at least 12 sheep, 2 boars
(and usually two more a little farther away), 6-8 deer, and two
patches of berries. However, scouting can be rather difficult.
Tips
Extra Food: Do not farm until all your natural food is gone.
It’s there, so use it!
Strategies
Flush: All the extra food really helps your economy. You should
Feudal with more food and wood, but beware of walls. It’s usually easy
to wall, so be sure to scout well.
Drush: The extra food really helps while Drushing too.
Fast Castle on Land: this can also work, just make sure to
wall. A very quick Castle time after your Militia should be expected.